Sword
of Vermillion

Genesis

Review
by Kevin Oleniacz

Sega

RPG

Graphics:
8

Sound:
7

Gameplay:
9

Overall:
9

The
RPG genre for the Genesis never really obtained the level of notoriety
that SNES RPG’s have. There aren’t any outstanding epic quests that
measure up to the Final Fantasy series (please don’t say Phantasy
Star). Sword of Vermillion was one of the early Genesis RPG’s.
Although decent in some respects, S of V’s age is apparent. The
thin storyline follows a well-traveled path. In it, you venture from one
locale to another, picking up clues and helpful items, ultimately saving
the world from the clutches of evil (zzz). All that’s involved is travel
- from castle to dungeon maze to town, and back to castle again. The cycle
seemingly repeats ad infinitum. Party members are not drafted and the main
character doesn’t really have a personality. The maximum level of 31 [editor’s
note: that’s still one higher than Super Mario RPG!] is
easily obtainable before your final destination is reached. Other than the
monster graphics, which only contain a dozen classes of beasties, S of
V’s overall design is parallel to any 8-bit game. The tilted top
view switches to a side view during combat.

In spite of all of this, this game has its merits, too. It’s better
than average in comparison to other Genesis RPG’s. Unlike EA’s Rings
of Power which is painfully slow (failing one of my prime criteria for
“good” RPG’s), this one moves along just fine. The game is easy to
pick up, follow, and enjoy, unlike Renovation’s Traysia or EA’s
Buck Rogers. The action sequences contain a smooth and simple
interface without any impossible jumps or “stuck” points, like those
found in the otherwise excellent Landstalker. Sword of Vermillion
is a fine investment for the adventurer who keeps an eye on the bargain
bins, but this game is no Final Fantasy... nor is it even Phantasy
Star IV, for that matter.